Leadwerks is the easiest way to build 3D games. With a rapid development pipeline, support for Lua and C++ programming, and plenty of learning materials, Leadwerks is the perfect way to learn to make games.

  • ADVANCED GRAPHICS: Leadwerks brings AAA graphics to the masses, with hardware tessellation, geometry shaders, and a deferred renderer with up to 32x MSAA. Our renderer redefines realtime with image quality more like a cg render than real-time games of the past. The use of OpenGL 4.0 provides equivalent graphics to DirectX 11, with cross-platform support across operating systems.
  • CSG MAPPING TOOLS MAKE LEVEL DESIGN FUN: Build game levels from scratch right in our editor with constructive solid geometry. Our tools make it easy to sketch out your design and bring your ideas to life. Anyone can build their own game worlds in Leadwerks, without having to be an expert artist.

  • BUILT ON THE INDUSTRY STANDARD: At it's heart, Leadwerks is a C++ library of functions you can call at any time, in any order. Leadwerks uses industry-grade tools like Visual Studio and Xcode, so you'll be coding games like a pro.
  • INTEGRATED LUA SCRIPT EDITOR: We integrated Lua right into Leadwerks because of its proven track records in hundreds of AAA games including Crysis, World of Warcraft, and Garry's Mod. Lua integrates seamlessly with native code for rapid prototyping and instant control. The built-in debugger lets you pause your game, step through code, and inspect every variable in the program in real-time. Lua is perfect for beginners, and the integrated Just-In-Time (JIT) compiler ensures you can publish commercial games that perform blazingly fast.
  • VISUAL FLOWGRAPH: Our unique visual flowgraph enables designers to set up game mechanics, build interactions, and design advanced scripted sequences, without touching a line of code. The flowgraph system integrates seamlessly with Lua script, allowing script programmers to expose their own functions and add new possibilities for gameplay.

  • ROYALTY-FREE LICENSE: Your games you make with Leadwerks are yours. Yours to play, yours to sell, yours to give away, or do whatever you want with. There's no royalties to pay, ever.

Join the community at www.leadwerks.com to learn more.

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About two years ago, I had this idea to make a horror game, a horror game that would be different to most, "Myst and a bit of Amnesia" I thought back then, little did I know that the game would evolve so much, so quickly.

Back then everyone thought I was crazy for making a game (game development where I live is a bit of a taboo thing, where no one trust it because it's "new"), and the ones who thought me making a game was cool, thought I was crazy for trying to make a game this huge by myself.

Boy were they right. I scrapped the game twice, once on March 2015 and another on November 2015. I scrapped the game because I wasn't happy with it, I knew I could do better, more dynamic, more enjoyable, and you can still see the effects of me scrapping those two "versions" of the game today.

I often like to watch videos people made about the game back then and compare to how the game is today.

This was the very first playable demo of the game, I had no clue where I was going with it, but I was trying to make something "cool", now looking back at it, it wasn't bad for a first attempt, but for me, "wasn't bad" isn't good enough.

So I scrapped it.

A few months later, I had something else entirely, still the same foundation but with different edges.

You can tell I was going for something unique already, presenting the player with a lot more puzzling action and atmosphere than outright jumpscares, people liked it that way, and I decided for it to stay that way permanently.

It was around this time where I started trying to do more than I could chew, implementing all these mechanics in the game and they didn't really fit.

Indiedb.com

This article shows a lot of scrapped mechanics, most notably, the inventory system and leaning.

Don't get me wrong, they were good ideas that could have worked, but they didn't make sense existing inside ADG.

Ideas that didn't mix well together coupled with non-satisfactory level and story progression made me scrap everything, again.

But thankfully that was the second and thus far, the last time I did that. Ever since the start of February 2016 I've been working on this game, and I can finally say that I'm proud how far it's come.

I also needed a better work management for myself, so I made a trello page, which I kind of use as a diary wannabee thing.

Trello.com

Ever since then, I just kept expanding my horizons, by the end of march, I had a full team of VA working alongside me to provide the most immersion possible for the game.

Not only that but I've also started sharing my dev progress through videos, which I love to do since it provides me a lot of interaction with people interested in the game.

After all of this happening this past year, I was extremely happy with how the game was coming along, but knowing exactly what was coming later this year, and, with a bit of "DO IT, YOU'LL GET ACCEPTED" from a few people.

I submitted my game for this year's Lisbon Games Week, and I got accepted.

This was a shock to me, because only now do I realize what I actually have been making these past two years, I've been making something that's actually unique, and in the gaming world, that's almost unheard of.

Ever since I got the email from them saying "Congrats, you've been selected for LGW" I've been ecstatic, it's one of the best feelings a game dev can have and I'm proud to say that, I'll be there.

Here's the list of games confirmed for Lisbon Games Week.

All look like awesome games!

I'm going to be there, 17th-20th of November, showing everything and sharing with everyone my story, and that is what I'm looking forward to the most, the feeling of getting live reactions from players and their thoughts about games in general will be one of the biggest rewards I'll ever get while making this game, so I'm not going to let it go to waste.

So, now you might be asking, "so what comes after the convention?"

The answer is simple, releasing the game.

And finally I just want to say to all of you reading this, and to all past and future people who had or will have an interest in the game, a big, big...

Seriously, you're awesome.

This wouldn't be possible without you,

Ruben.

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Comments  (0 - 10 of 26)
Guest
Guest

can i build/export game to Windows on Linux ? Or i need to boot to Windows (which i don't have :P)

Reply Good karma Bad karma+1 vote
JoshKlint Creator
JoshKlint

When you export a Lua game it includes the Linux executable, so that will work automatically. If you are using C++ you need to compile your game on Linux to get the executable.

Reply Good karma+1 vote
demen2010
demen2010

hello can i juste know id it easy to learn or hard ?

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JoshKlint Creator
JoshKlint

We're going for easy. Try the demo on Steam and let me know what you think.

Reply Good karma+2 votes
Point.
Point.

The thing is catch me, map editor similar to hammer!
Great job, and oh yes, real-time shadows in viewport!

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JoshKlint Creator
JoshKlint

It now exports to VMF format, too. I've only tried it with the Left 4 Dead SDK but the texture mapping planes are perfectly retained in Hammer. Also added texture lock mode.

Reply Good karma+2 votes
Crypt

It looks similar but it functions far worse. But the WYSIWYG viewport is quite nice!

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Filizitas
Filizitas

Its not crysis. But its good aswell :3 really cool

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Crypt

Have you spent any time with this engine at all? The graphics aren't the only thing to look at in an engine, and this one is just not fun and awkward to use, I sincerely wish there was a demo before I bought it.

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JoshKlint Creator
JoshKlint

Specifically what are you having trouble with? We've worked very hard to make the development experience smooth and enjoyable. Was there any problems you ran into?

Reply Good karma+2 votes
Crypt

The review I've submitted covers some of the larger points in a bit more detail, but to summarize, everything from navigation, to menus is finicky, hard to work with and slow.

Reply Good karma Bad karma+2 votes
JoshKlint Creator
JoshKlint

Thanks for the feedback. I've been able to address a number of these issues recently. I didn't notice the viewport speed issue until you pointed it out, but once I did it was obvious. I fixed the bug and also added some mouse smoothing to make the navigation more fluid.

A new section for tutorials has also been created on the site here:
Leadwerks.com

And of course there are over 200 pages of documentation here:
Leadwerks.com

You might not be used to the constructive solid geometry approach to level design, but most people find it a lot simpler than trying to scale models precisely or build maps out of raw polygons.

Reply Good karma+3 votes
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Highest Rated (2 agree) 8/10

Looks interesting

May 23 2011 by Flash112

Lowest Rated (3 agree) 1/10

1- inferior graphics when compared to Leadwerks 2.0... 2- convoluted, misleading and confusing (if not outright deceptive) promotional hype... 3- censorship on the forums of legitimate questions and comments... 4- the head of the company has followed me around the internet trying to get web publishers to delete my critical comments... a long time licensee and proponent for Leadwerks, i can no longer support the company and the direction it is heading... there are other more dependable and less expensive…

Mar 1 2014 by MikeHense

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